HELLO FRIENDS! If you want to skip all the intro stuff you wanna head to around 3:00 (yes I know that's a long time I'm sorry! ) Also! I forgot to mention in this video that one of the things to consider with Industrial Zones is that you can get production other ways (Mines, Quarries, Lumber Mills, Planting Woods, etc...) this factors into the calculation about whether you should build them or not. This is slightly different than something like a Campus for instance where it's hard to reliable find other ways to get science if you're not building good Campuses! I guess I would also advise to build industrial zones in cities that already have a decent production so they can be put down fairly quickly! Ideally the factory bonus will be able to hit and help out our cities that have super low production! Like everything else that isn't perfect advice, generally that is my approach! 🎉 Y'all are the best ❤
There are always good reasons to build industrial zones up to workshop level. Building up to factory level plus power is where the sharing considerations/great engineers come into place. There is a great engineer that adds culture to the workshop. This is especially valuable after building Museum of M, which adds a charge to every great engineer.
A well placed industrial zone that can provide Sometimes MASSIVE amounts of production with a well placed aquaduct and dam. It can make a city with hardly any production your best city for pumping out units. The factory provides not only power but an extra 3 production to city centers within 6 tiles. If you can get a Mausoleum at Halicarnassus, the plus 2 charges on the engineers from the great engineer points make throwing out wonders a breeze or the engineers at the end of the game that give production to space race projects. It's one of my favorite districts
It's a really important point about victory types and where a lot of the disconnect in the community comes in. The science victory focused player says build loads of IZs whereas the culture victory focused player says don't build any - they're both right for their own play styles!
Its worth keeping in mind that you can snowball with some great ingineers, if you have build mausauleum. There is one that can give you +6 culture for your workshop and one that upgrades 2 of you industrial zones to factory level and gives all your factorys +4 production. Also for great engineer points its worth building the industrial zone quite early in a Pingala+Oracle city, the same also applies to commerical hubs. You will get a lot of great engineer points quite early on, then most of the ai arent collecting any, even on higher difficulty. So you get the early ones for "free".
Spending production to get production is a hard sell in a lot of cities when you need to go for a victory condition. Having said that, the industrial zone can pay itself back very well. Some games I get an industrial zone and it isn’t worth it, other times I know it won me the game. One thing to note is that in my opinion production kinda goes against the standard rules for yields. What that means is that it’s better to have a lot of production in one city than it is to have some production in a lot of cities. Production can be used exactly like gold to transfer yields from one city to another, except it’s indirectly through builder charges. A high production city can usually get two builders out faster than two cities can get one out each. Those cities can go for other things like districts while they get a boost from somewhere else for their victory. If you’re in a science, diplomacy, or late domination game industrial zones are essential. Science so you can power research labs, diplomacy for late game project completion as well as rushing select wonders, and domination to get out armies, Air Force, and nukes when you need them. Culture victory only one or two high production cities in the early to mid game on are needed, and religion and early warfare it’s just not worth it. Let me give an example. Today I did a Deity Ethiopia game. My faith game helps me stay relevant in science and culture and I can use that faith to get more out of a culture victory than others, both by being able to purchase archaeological museums and archaeologists as well as getting tourism from hills via the rock hewn church. I had a moderately weak city mostly there to get territory for my rock hewn churches. I needed an aqueduct so I decided to put down an industrial zone as well for a +4 industrial zone. I didn’t have a river for a commercial hub to be good, but honestly a commercial hub would’ve been better in a city that small. I would’ve gotten a trade route, extra gold per turn, and could just purchase theater square things when needed instead of using production. On the other hand, my capitol had room for a dam and aqueduct and had a government plaza and holy site it could give adjacency to and get adjacency from. It amounted to a +9 industrial zone. With the card that’s +18 and with coal power plants that’s +36 production. With that I could get a high production capitol while saving my hills for value in faith, converged to science and culture, as well as tourism at flight, what I needed to win. That production allowed me to get more settlers and work more projects to get great works faster. TL:DR, great but not EVERY CITY great. Still it’s the second most fun district to use right after the harbor.
I think the most important thing to mention was the factory and how that worked with other city centers. It's always hard to find the mix of what level of detail to go into because the video has to be helpful without also being too long! Maybe in another video though 🎉
I'm glad that your position has evolved. I never truly understood the persistence of "it provides what it costs to make it" therefore it is not good. Know what everything in this game costs? Turns. What is gold? Sure, it covers maintenance but beyond that it functions as production that you can move around your civ. What is faith? It's production, primarily for your religious buildings/units but not exclusively. Culture/science are less direct yields. They produce the least yields and yet we understand their inherent value because of how growth functions in the game. If this were a game with "builder/spender" fight mechanics, science and culture would be the moves that build up our combo and the faith/gold/production are the moves that unleash that potential in whatever way we choose. Those choices are intended to reduce the number of turns it takes us to reach our victory condition. You're spot on about it being highly dependent on what your civilization needs and while production is nice it does affect appeal heavily. Lastly, I disagree around 4:15 when you say buildings cost production and not science. I would say they cost both. This is what beelining shows us. There was a decision to tech towards industrialization and now you have later universities. You even talk about how choosing to go for it creates opportunity costs for other districts... so I think you'd even agree with that if you were to make a tight singular argument.
I will usually build IZ's like in 30%of my cities. More if I have good land reasons. In science victory you only need few cities with good production so they can do the projects fast, you only need science and other yields from your not so good cities. Production is only the mean. Same for cultural civs, you only need production for key wonders, rest of the cities with bad adjacency or enough mines can just focus on tourism. Science and tourism win you the games, production only helps you to get more of them.
IZ are built with the resource it produces but it doesn't make them inefficient. The game is based on converting one resource into another (production is used to make Commercial Hubs, which earn you gold OVER TIME to buy things that would cost you production, for example), so IZ is a district like the main others, IMO.
@@kelleren4840 They do from what I recall, but you need to spend couple of turns to "convert" so I usually don't really care and just remain on coal, because before you win the game pollution effects will be minor and easily preventable (just build those barriers in coastal cities). Also both oil and uranium are much more rare then coal, and I prefer to keep oil for infantry and bombers even if going for more peaceful victory, because having units makes AI less likely to attack, and bombers can literally stop any AI as it has no idea how to deal with them.
They can be useful in crappy cities that were build to grab strategic resources. If the turns neccessary to build useful zones is really high in late game might as well boost production and get the engineer points.
13:25. Industrial zones only cost 54 production if you have learned 0 technologies and 0 civics. As you learn technologies and civics it adds to the cost of specialty districts. There are several threads on fanatics and reddit that have have the formula but RUclips will not allow me to link to them in this comment.
I salivate when I get floodplains river map that allows me to build a triangle of Industrials zone around a series of Aqueducts and and a dam with a Gov Plaza squeezed in between and get a bunch +12-+16 adjacency Industrial zones with the policy card that doubles them there is nothing like having a 32 production Industrial zone with a coal fire power plant to make that city a production powerhouse. I had one game I played where nearly every city I built had an Industrial zone and I was drowning in Diplo favor having most of my cities running the carbon recapture projects completely stopped the global warming mechanic.
Usually my order of districts is Campus then Theater Square, always are the first 2 districts. Unless you are going religion then just spam Holy sites. After Campus/Theater It's usually commercial hubs just enough to support the cost of the empire and buy the occasional builder. If I find a city with a nice place for IZ (location for aquaduct & dam) I usually prioritize it over the Commercial Hub. I follow this with entertainment complex for the amenities and theater square adjacency bonus. Everything after these 3 or 4 is just conditional. Encampment will always replace IZ for Domination Victory. Harbor replaces Commercial Hub, Diplo, Gov plaza, and preserve I rarely build unless going for Diplo victory. Also don't knock Ley Lines - I was getting >+12 Science, Culture, and huge gold from just one Leyline Tile.
Normally, I would go campus->harbor/commercial hub-> industrial hub. Your victory type depends what other sites you prioritize highly (holy sites, encampment, theatre), but those three seem to be a pretty solid overall build order. Of course only building them in cities where adjacency bonuses make them worthwhile.
Campus is #1 (unless going for religion, then Holy Site first), rest is how the game and terrain dictates. Science is #1 victory requirement for just about any 4x game, as soon as you start to out tech AI, you've already won. This is why I say that you usually won the game of civ around industrial era if you did first 100 or so turn efficiently, rest is just click-to-win to turn 200+
Can you make a video about district projects, and I don't know if you covered it in this video-havent watched it yet-but can you explain the "industrial zone logistics" project please? 🤩
How i do it: Science:Plan IZs with maximizing adjacency (IE aqueduct diamonds or the rare triple IZ nestled between dams and such), assuming Magnus with vertical integration. Cover empire in power. Place one in any city on a river with numerous mines for Ruhr plays. Second to third build behind Campus and Money (commercial hub or harbor) district. Also factories give communism boost and great engineers are strong. (Edit: Forgot to mention to chop these suckers out with forests on hills. Chop moar) Culture: One or two for power coverage, usually one in the capital or other high population city where i can use production to push for late game cultural bombs like Cristo Redentor or Eiffel. Satellite cities build TS, money district, if relevent a high adjacency grove, campus, or holy site, and then work projects or whatever. Never build anywhere before Theater Square. Production payoff is no excuse to delay or miss writers or artists. Domination: ive stalled out and its become clear that planes and artillery are gonna be necessary. Religion: i dont play religion, but if i did i wouldnt build them.
Honestly to me the industrial zone is either very stong in the right circumstance or very weak. The first thing is the type of game you are going for if you are going culture there are way better things to go for. In a domination game if you are going for an early domination go for encampments instead but if you are going for a late domination they are very good. In science because you need so much profucation taking the loss early game to get great production late game is helpful plus using them to power your building late game really helps you snow ball. In a diplomatic game they are actively detramentel and should be avoided unless you already have the super late game nuclear power plant and capture carbon emissions. Lastly in a religion game they done mater just build thing for faith and culture. Next you need to look at where you are going to be building them often you are not going to make it as a second district rather a third or maybe fourth district in the cities that you have had for a relatively long time so that you can justify putting an aqueduct or dam placement so that you can get a good industrial zone with out having to go out of your way to get them good adjacency. Latly does your civ have a unique building that makes them better for example the German hansa is very good because it get a major adjacent from commercial hubs which allows you to district easier and the fact you can have an additional district as Germany make their replacement increadable. So overall how good they are is highly situation but none the less they get very stong late game an can be crucial for a win.
I almost always build these, especially when I settle a city late game on an island far away from home. Granted I am not anywhere close to an expert player but After Science buildings I try to put these in all my cities. And I almost always go for Venetian arsenal so I will even set one up with no bonuses on the coast just to prepare for when I unlock the wonder.
@@noblezarkon sorry...smallish islands. Ones that have about 6 or 7 tiles. I usually will establish them to be a forward base for initiating late game conflict. And yes it takes forever lol
@@noblezarkon If it's late game and you still want to be settling you'd be foolish not to either max out Moksha or Reyna. Whichever you're civ inherently is better at producing (gold or science). Settle new city, before hit end turn move whichever to the city. Then as soon as they are in just drop the district. Gold especially is so easy to make in Civ 6. Even without good adjacency bonuses on your harbor or commercial district all you need is one per city for the trade route. Then just keep your max trade routes at all times, have them keep pushing as far across the map as possible. Even on harder difficulties (I've done it several times on Emperor and twice successfully on Immortal) you can get away with having every early game city build either commercial in your landlocked cities or a harbor for the coastals. Just grab a few, maybe 3 or 4 depending on the map size, decent cities you can readily defend. Have the first district per city something different to keep yourself balanced in both faith, science, and means to defend yourself. In my opinion it's pretty important to be more balanced at this stage than emphasize or other, I'll say why in a bit. At size 4 build whichever is the better district for that city and get trade routes asap. Do that to a comfortable size and then 1 of 2 things next. If you got a golden age going into the classical era take either Free Inquiry so your commercial and harbors give science equal to their gold and since this strategy has every city build one of them as the second district you should be able to stay somewhat competitive even if you only have 1 or 2 Campus's. The only other I would suggest for this strat in the classical age is Exodus so if you haven't founded a religion and there is at least one left the +4 GPP should help there and if you have one that converts to 1:1 faith per turn. Whether you plan to win through religion or not isn't relevant yet. The long term benefits of having your own religion are nearly always worth it. If you go this route take as many beliefs as available to max out your faith output. You don't need to be Peter or Menelik for this as you can get the civic for all the holy site buildings fairly early since all you need is Theology which if you did found a religion gives you an Inspiration to help that out. Hold off on the holy site bonus card (unless you're Peter. then just spam out Lavras and have at it.) Assuming you are any other civ I would prioritize getting one of these 3 as your worship building: Gurdwara if you want to get to size 7 faster for getting the 3rd district. But unless you are falling behind in sciences or culture I have found that you can stay very competitive by using the entertainment district 3rd to get ecstatic yield bonuses and just spam projects to keep your beakers up, treasury full, and reap as many Great People as you can. The mosque is great too for the additional spread which can stack with promotions, wonders, etc. The other great choice is the synagogue for the extra faith. Again this is a strategy aimed to give you a big power spike later in the game rather than rush an early win. If you didn't get a golden age it's still manageable. In that case if you did found a religion I'd say grab those same two anyway. If you have a lot of neighbors Exodus will get you the era score fast and pushes you to get as many close cities following your religion as possible. The reason you want this is to make use of a good follower belief like Tithe or Pilgrimage. Even if you say don't get a religion yourself it can be useful to make the best of whatever is closest to you and try and bank as much faith and gold as you can until you get to the Renaissance. This is where you can really start to just rapidly expand. During Medieval aside from stocking up on your gold/faith you should do everything possible for a golden age and get Monumentality. This is still pretty early in the game and I have seen higher level ai's leave a lot of land open to settle depending on the map type or circumstances. Basically you want a level 2 Magnus with Provision in any city you want. Now with Monumentality you can buy settlers for no pop decrease and if you were able to get good religious spread and beliefs you will have had 3 full eras getting tons of faith to just mass purchase settlers. With having all your current cities with a gold increases district of some kind as well since early in the game and max trade routes you should also have tons of gold in reserve. You could use that gold to help spread borders of your new cities faster, maybe get some fast units so you aren't defenseless. Or just use enough to get yourself a comfortable spot on amongst the ai in terms of tech advancement civics and such. If you want to do that then start promoting Reyna to contractor and just not even build districts for your new cities. They can just start working on a unit, wall, granary or whatever while she is moving in then as soon as she is situated grab your district and rinse repeat. Early trade route buildings can really break the game for you if you can defend them from barbs and manage the politics to avoid war until you are suddenly settling half the world in a turn and getting districts in the blink of an eye. Depending on the era and what policy cards you have access too you could make a brand new city on some small 3 tile island or new world coast or wherever. Drop an industrial district, take one of your many trade routes and pump food to your new city so it grows to size 4 asap, then gold buy a harbor/commercial for even more money plus stronger industrial zone. Buy an aquedect if viable since that has no population requirement. That city could still be building it's watermill and granary when it suddenly has a +5 Industrial and +3-5 money district within a few turns depending on how much food your city makes from the start and the trade route yield. If you are going for a late Science victory you never know if you might find that great piece of land to settle a powerhouse IZ to start make your space ship projects far faster than your original cities. Or if you are going a different route and do get off that expansion around the Renaissance then you can make a couple IZ plus gold districts with just enough defense to not lose them, increase your gpt for more gold rushing districts elsewhere or buildings. Then just use those cities to constantly spam Engineer point projects. Nearly all the Great Engineers are useful and you can just sweep tons of them for your civ and be a mid to late game wonder whore.
But every district has the opportunity cost, right? You say if you build an industrial zone you're not getting science from a campus, but if you build a campus, you're not getting gold from a commercial hub, and if you build a hub you're not getting faith from a holy site, and if you build that you're not getting culture from a theater square... So you can value those more than production itself, but you shouldn't just say "building this is bad because you could have built something else instead", since that applies to everything, right?
I think that just because everything has an opportunity cost doesn’t mean that it’s always and equal cost. I personally just feel like the opportunity cost with IZ’s is higher than the opportunity cost of other districts. The main reason for that is there are loads other ways to get production if you need it. Mines, Lumber Mills, Chops, Early government cards. If you’re after science though you just simply need campuses, and if you’re after trade routes you just simply need commercial hubs or harbours. Whereas if you’re after production IZ’s are the best way to go, but you at least have a variety of other options in most games. I hope that explains well enough how I view the difference 🤘
I'm a IZ freak... this is the first district I wanna build in every city! Watching the video cuz I have to balance it with the others... but Hansa rules! :)
I like the concept of districts, but using the queue to produce what's basically a tile improvement doesn't feel right. Districts should be unlocked as soon as you meet the requirements, for free or at the cost of one builder charge, at most.
It would be interesting what your thoughts are about playing civs with unique industrial zones like Germany or Gaul. As they are cheaper and earlier does that make them a better option to spam out or would you still limit the number you build??
Oh dude, Germany or Gaul you should build well more than you normally would! Lower cost is VERY helpful also things like Gauls IZ's also kind of acting like encampments is even more value!
@@VanBradley I'm playing Gaul for the first time atm and have been building the Oppidum loads. It's soo cheap although it's had me thinking hard about the adjacency setup given the difference to normal civs. But yeah I did wonder whether I was overdoing it and building too many.
The bad thing when talking about 'polluting the planet' it makes people think of impossible things! This is a game, it's not real life, the timer ends at turn 500 and usually much before xD. I'm just saying the thing that trips most ppl up just getting into the game is by thinking of it long term rather than as a finite game. You might not want to polute the planet in Apocolypse mode but in most other modes it's pretty do-able. You seem to know this, I see coal power plants a plenty there! Games also rely on strategy and some people's strategy is to polute the world, raise the sea levels ASAP, be the first (only in most cases vs AI... and it doesn't really matter if you reach computers AFTER the seas begin rising as catching up is nearly impossible!) civ to computers! TLDR my best tip is play this game like a GAME, it's not real life! There is no reason to worry about environmentalism, don't get me wrong it's a cool mechanic but that's what it is, a mechanic! In the same vein in REAL life a good TALL city is SUPERIOR.... but in this game where time is finite, the glory goes to the first civ to reach the goal, thus (IF it plays to your civ's special skills) you may find more efficiency in building tight WIDE cities. I know you know this but I'm just hoping you keep in mind, when I first started, and so many others as well, you tend to think 'I'm gonna take over the world and it will become MY IMMORTAL EMPIRE' no, the game ends after you take over the world- there is NO NEED to think in such a long run fashion.
I normally get + 6-8 IZ with the right card (x2) and coal power plant (again multiplied x2) we talk about 24-32 production PER TURN. Why not mention this at all?
HELLO FRIENDS! If you want to skip all the intro stuff you wanna head to around 3:00 (yes I know that's a long time I'm sorry! )
Also! I forgot to mention in this video that one of the things to consider with Industrial Zones is that you can get production other ways (Mines, Quarries, Lumber Mills, Planting Woods, etc...) this factors into the calculation about whether you should build them or not. This is slightly different than something like a Campus for instance where it's hard to reliable find other ways to get science if you're not building good Campuses!
I guess I would also advise to build industrial zones in cities that already have a decent production so they can be put down fairly quickly! Ideally the factory bonus will be able to hit and help out our cities that have super low production! Like everything else that isn't perfect advice, generally that is my approach! 🎉
Y'all are the best ❤
There are always good reasons to build industrial zones up to workshop level. Building up to factory level plus power is where the sharing considerations/great engineers come into place. There is a great engineer that adds culture to the workshop. This is especially valuable after building Museum of M, which adds a charge to every great engineer.
A well placed industrial zone that can provide Sometimes MASSIVE amounts of production with a well placed aquaduct and dam. It can make a city with hardly any production your best city for pumping out units. The factory provides not only power but an extra 3 production to city centers within 6 tiles. If you can get a Mausoleum at Halicarnassus, the plus 2 charges on the engineers from the great engineer points make throwing out wonders a breeze or the engineers at the end of the game that give production to space race projects. It's one of my favorite districts
This content deserves more than 100k subs bro. Thank you for teaching me the game! love lots
It's a really important point about victory types and where a lot of the disconnect in the community comes in. The science victory focused player says build loads of IZs whereas the culture victory focused player says don't build any - they're both right for their own play styles!
Its worth keeping in mind that you can snowball with some great ingineers, if you have build mausauleum. There is one that can give you +6 culture for your workshop and one that upgrades 2 of you industrial zones to factory level and gives all your factorys +4 production.
Also for great engineer points its worth building the industrial zone quite early in a Pingala+Oracle city, the same also applies to commerical hubs. You will get a lot of great engineer points quite early on, then most of the ai arent collecting any, even on higher difficulty. So you get the early ones for "free".
Spending production to get production is a hard sell in a lot of cities when you need to go for a victory condition. Having said that, the industrial zone can pay itself back very well. Some games I get an industrial zone and it isn’t worth it, other times I know it won me the game.
One thing to note is that in my opinion production kinda goes against the standard rules for yields. What that means is that it’s better to have a lot of production in one city than it is to have some production in a lot of cities. Production can be used exactly like gold to transfer yields from one city to another, except it’s indirectly through builder charges. A high production city can usually get two builders out faster than two cities can get one out each. Those cities can go for other things like districts while they get a boost from somewhere else for their victory.
If you’re in a science, diplomacy, or late domination game industrial zones are essential. Science so you can power research labs, diplomacy for late game project completion as well as rushing select wonders, and domination to get out armies, Air Force, and nukes when you need them. Culture victory only one or two high production cities in the early to mid game on are needed, and religion and early warfare it’s just not worth it.
Let me give an example. Today I did a Deity Ethiopia game. My faith game helps me stay relevant in science and culture and I can use that faith to get more out of a culture victory than others, both by being able to purchase archaeological museums and archaeologists as well as getting tourism from hills via the rock hewn church.
I had a moderately weak city mostly there to get territory for my rock hewn churches. I needed an aqueduct so I decided to put down an industrial zone as well for a +4 industrial zone. I didn’t have a river for a commercial hub to be good, but honestly a commercial hub would’ve been better in a city that small. I would’ve gotten a trade route, extra gold per turn, and could just purchase theater square things when needed instead of using production.
On the other hand, my capitol had room for a dam and aqueduct and had a government plaza and holy site it could give adjacency to and get adjacency from. It amounted to a +9 industrial zone. With the card that’s +18 and with coal power plants that’s +36 production. With that I could get a high production capitol while saving my hills for value in faith, converged to science and culture, as well as tourism at flight, what I needed to win. That production allowed me to get more settlers and work more projects to get great works faster.
TL:DR, great but not EVERY CITY great. Still it’s the second most fun district to use right after the harbor.
Aww man I'm not even done watching this tutorial playlist yet, now civ 7 is announced
Good video. It's a pity You didn't talk about all the indilustralial buildings in detail, and didnt mention Magnus ability to stack the factory bonus
I think the most important thing to mention was the factory and how that worked with other city centers. It's always hard to find the mix of what level of detail to go into because the video has to be helpful without also being too long!
Maybe in another video though 🎉
@@VanBradley yeah right. Thanks for the content eithet way c:
video starts at 3:30
I'm glad that your position has evolved. I never truly understood the persistence of "it provides what it costs to make it" therefore it is not good. Know what everything in this game costs? Turns.
What is gold? Sure, it covers maintenance but beyond that it functions as production that you can move around your civ.
What is faith? It's production, primarily for your religious buildings/units but not exclusively.
Culture/science are less direct yields. They produce the least yields and yet we understand their inherent value because of how growth functions in the game.
If this were a game with "builder/spender" fight mechanics, science and culture would be the moves that build up our combo and the faith/gold/production are the moves that unleash that potential in whatever way we choose. Those choices are intended to reduce the number of turns it takes us to reach our victory condition. You're spot on about it being highly dependent on what your civilization needs and while production is nice it does affect appeal heavily.
Lastly, I disagree around 4:15 when you say buildings cost production and not science. I would say they cost both. This is what beelining shows us. There was a decision to tech towards industrialization and now you have later universities. You even talk about how choosing to go for it creates opportunity costs for other districts... so I think you'd even agree with that if you were to make a tight singular argument.
Learnt a lot, thanks man, helpful vid
I will usually build IZ's like in 30%of my cities. More if I have good land reasons. In science victory you only need few cities with good production so they can do the projects fast, you only need science and other yields from your not so good cities. Production is only the mean. Same for cultural civs, you only need production for key wonders, rest of the cities with bad adjacency or enough mines can just focus on tourism. Science and tourism win you the games, production only helps you to get more of them.
IZ are built with the resource it produces but it doesn't make them inefficient. The game is based on converting one resource into another (production is used to make Commercial Hubs, which earn you gold OVER TIME to buy things that would cost you production, for example), so IZ is a district like the main others, IMO.
Both oil and uranium also provide power and don't cause as much pollution as coal.
True, but both require later techs and by the time you get to Uranium, you're basically at renewables anyway, putting it in an awkward spot.
If you have a big adjacency Industrial Zone, coal is very powerful there for production, and there is no way oil or uranium can match that.
@@msolec2000 do oil and uranium not add the same production bonus as oil/uranium?
@@kelleren4840 They do from what I recall, but you need to spend couple of turns to "convert" so I usually don't really care and just remain on coal, because before you win the game pollution effects will be minor and easily preventable (just build those barriers in coastal cities). Also both oil and uranium are much more rare then coal, and I prefer to keep oil for infantry and bombers even if going for more peaceful victory, because having units makes AI less likely to attack, and bombers can literally stop any AI as it has no idea how to deal with them.
They can be useful in crappy cities that were build to grab strategic resources. If the turns neccessary to build useful zones is really high in late game might as well boost production and get the engineer points.
Put this man back into school!
Please
13:25. Industrial zones only cost 54 production if you have learned 0 technologies and 0 civics. As you learn technologies and civics it adds to the cost of specialty districts. There are several threads on fanatics and reddit that have have the formula but RUclips will not allow me to link to them in this comment.
I salivate when I get floodplains river map that allows me to build a triangle of Industrials zone around a series of Aqueducts and and a dam with a Gov Plaza squeezed in between and get a bunch +12-+16 adjacency Industrial zones with the policy card that doubles them there is nothing like having a 32 production Industrial zone with a coal fire power plant to make that city a production powerhouse.
I had one game I played where nearly every city I built had an Industrial zone and I was drowning in Diplo favor having most of my cities running the carbon recapture projects completely stopped the global warming mechanic.
Hey VB can you please expand this and include the different types of power plants with their bonuses with some examples of what PP to use when?
Usually my order of districts is Campus then Theater Square, always are the first 2 districts. Unless you are going religion then just spam Holy sites. After Campus/Theater It's usually commercial hubs just enough to support the cost of the empire and buy the occasional builder. If I find a city with a nice place for IZ (location for aquaduct & dam) I usually prioritize it over the Commercial Hub. I follow this with entertainment complex for the amenities and theater square adjacency bonus. Everything after these 3 or 4 is just conditional.
Encampment will always replace IZ for Domination Victory. Harbor replaces Commercial Hub, Diplo, Gov plaza, and preserve I rarely build unless going for Diplo victory.
Also don't knock Ley Lines - I was getting >+12 Science, Culture, and huge gold from just one Leyline Tile.
Normally, I would go campus->harbor/commercial hub-> industrial hub. Your victory type depends what other sites you prioritize highly (holy sites, encampment, theatre), but those three seem to be a pretty solid overall build order. Of course only building them in cities where adjacency bonuses make them worthwhile.
Campus is #1 (unless going for religion, then Holy Site first), rest is how the game and terrain dictates. Science is #1 victory requirement for just about any 4x game, as soon as you start to out tech AI, you've already won. This is why I say that you usually won the game of civ around industrial era if you did first 100 or so turn efficiently, rest is just click-to-win to turn 200+
Can you make a video about district projects, and I don't know if you covered it in this video-havent watched it yet-but can you explain the "industrial zone logistics" project please? 🤩
Industrial zones 👀
Actual IZ content starts at 4:20. A little long and talkative introduction
How i do it:
Science:Plan IZs with maximizing adjacency (IE aqueduct diamonds or the rare triple IZ nestled between dams and such), assuming Magnus with vertical integration. Cover empire in power. Place one in any city on a river with numerous mines for Ruhr plays. Second to third build behind Campus and Money (commercial hub or harbor) district. Also factories give communism boost and great engineers are strong. (Edit: Forgot to mention to chop these suckers out with forests on hills. Chop moar)
Culture: One or two for power coverage, usually one in the capital or other high population city where i can use production to push for late game cultural bombs like Cristo Redentor or Eiffel. Satellite cities build TS, money district, if relevent a high adjacency grove, campus, or holy site, and then work projects or whatever. Never build anywhere before Theater Square. Production payoff is no excuse to delay or miss writers or artists.
Domination: ive stalled out and its become clear that planes and artillery are gonna be necessary.
Religion: i dont play religion, but if i did i wouldnt build them.
Honestly to me the industrial zone is either very stong in the right circumstance or very weak. The first thing is the type of game you are going for if you are going culture there are way better things to go for. In a domination game if you are going for an early domination go for encampments instead but if you are going for a late domination they are very good. In science because you need so much profucation taking the loss early game to get great production late game is helpful plus using them to power your building late game really helps you snow ball. In a diplomatic game they are actively detramentel and should be avoided unless you already have the super late game nuclear power plant and capture carbon emissions. Lastly in a religion game they done mater just build thing for faith and culture. Next you need to look at where you are going to be building them often you are not going to make it as a second district rather a third or maybe fourth district in the cities that you have had for a relatively long time so that you can justify putting an aqueduct or dam placement so that you can get a good industrial zone with out having to go out of your way to get them good adjacency. Latly does your civ have a unique building that makes them better for example the German hansa is very good because it get a major adjacent from commercial hubs which allows you to district easier and the fact you can have an additional district as Germany make their replacement increadable. So overall how good they are is highly situation but none the less they get very stong late game an can be crucial for a win.
great analysis
I almost always build these, especially when I settle a city late game on an island far away from home. Granted I am not anywhere close to an expert player but After Science buildings I try to put these in all my cities. And I almost always go for Venetian arsenal so I will even set one up with no bonuses on the coast just to prepare for when I unlock the wonder.
How do you build IZs on small islands late in the game, doesn't it take ages??
@@noblezarkon sorry...smallish islands. Ones that have about 6 or 7 tiles. I usually will establish them to be a forward base for initiating late game conflict. And yes it takes forever lol
@@noblezarkon If it's late game and you still want to be settling you'd be foolish not to either max out Moksha or Reyna. Whichever you're civ inherently is better at producing (gold or science). Settle new city, before hit end turn move whichever to the city. Then as soon as they are in just drop the district. Gold especially is so easy to make in Civ 6. Even without good adjacency bonuses on your harbor or commercial district all you need is one per city for the trade route. Then just keep your max trade routes at all times, have them keep pushing as far across the map as possible.
Even on harder difficulties (I've done it several times on Emperor and twice successfully on Immortal) you can get away with having every early game city build either commercial in your landlocked cities or a harbor for the coastals. Just grab a few, maybe 3 or 4 depending on the map size, decent cities you can readily defend. Have the first district per city something different to keep yourself balanced in both faith, science, and means to defend yourself. In my opinion it's pretty important to be more balanced at this stage than emphasize or other, I'll say why in a bit. At size 4 build whichever is the better district for that city and get trade routes asap. Do that to a comfortable size and then 1 of 2 things next. If you got a golden age going into the classical era take either Free Inquiry so your commercial and harbors give science equal to their gold and since this strategy has every city build one of them as the second district you should be able to stay somewhat competitive even if you only have 1 or 2 Campus's. The only other I would suggest for this strat in the classical age is Exodus so if you haven't founded a religion and there is at least one left the +4 GPP should help there and if you have one that converts to 1:1 faith per turn.
Whether you plan to win through religion or not isn't relevant yet. The long term benefits of having your own religion are nearly always worth it. If you go this route take as many beliefs as available to max out your faith output. You don't need to be Peter or Menelik for this as you can get the civic for all the holy site buildings fairly early since all you need is Theology which if you did found a religion gives you an Inspiration to help that out. Hold off on the holy site bonus card (unless you're Peter. then just spam out Lavras and have at it.) Assuming you are any other civ I would prioritize getting one of these 3 as your worship building: Gurdwara if you want to get to size 7 faster for getting the 3rd district. But unless you are falling behind in sciences or culture I have found that you can stay very competitive by using the entertainment district 3rd to get ecstatic yield bonuses and just spam projects to keep your beakers up, treasury full, and reap as many Great People as you can. The mosque is great too for the additional spread which can stack with promotions, wonders, etc. The other great choice is the synagogue for the extra faith. Again this is a strategy aimed to give you a big power spike later in the game rather than rush an early win.
If you didn't get a golden age it's still manageable. In that case if you did found a religion I'd say grab those same two anyway. If you have a lot of neighbors Exodus will get you the era score fast and pushes you to get as many close cities following your religion as possible. The reason you want this is to make use of a good follower belief like Tithe or Pilgrimage. Even if you say don't get a religion yourself it can be useful to make the best of whatever is closest to you and try and bank as much faith and gold as you can until you get to the Renaissance. This is where you can really start to just rapidly expand. During Medieval aside from stocking up on your gold/faith you should do everything possible for a golden age and get Monumentality. This is still pretty early in the game and I have seen higher level ai's leave a lot of land open to settle depending on the map type or circumstances. Basically you want a level 2 Magnus with Provision in any city you want. Now with Monumentality you can buy settlers for no pop decrease and if you were able to get good religious spread and beliefs you will have had 3 full eras getting tons of faith to just mass purchase settlers. With having all your current cities with a gold increases district of some kind as well since early in the game and max trade routes you should also have tons of gold in reserve. You could use that gold to help spread borders of your new cities faster, maybe get some fast units so you aren't defenseless. Or just use enough to get yourself a comfortable spot on amongst the ai in terms of tech advancement civics and such. If you want to do that then start promoting Reyna to contractor and just not even build districts for your new cities. They can just start working on a unit, wall, granary or whatever while she is moving in then as soon as she is situated grab your district and rinse repeat.
Early trade route buildings can really break the game for you if you can defend them from barbs and manage the politics to avoid war until you are suddenly settling half the world in a turn and getting districts in the blink of an eye. Depending on the era and what policy cards you have access too you could make a brand new city on some small 3 tile island or new world coast or wherever. Drop an industrial district, take one of your many trade routes and pump food to your new city so it grows to size 4 asap, then gold buy a harbor/commercial for even more money plus stronger industrial zone. Buy an aquedect if viable since that has no population requirement. That city could still be building it's watermill and granary when it suddenly has a +5 Industrial and +3-5 money district within a few turns depending on how much food your city makes from the start and the trade route yield. If you are going for a late Science victory you never know if you might find that great piece of land to settle a powerhouse IZ to start make your space ship projects far faster than your original cities. Or if you are going a different route and do get off that expansion around the Renaissance then you can make a couple IZ plus gold districts with just enough defense to not lose them, increase your gpt for more gold rushing districts elsewhere or buildings. Then just use those cities to constantly spam Engineer point projects. Nearly all the Great Engineers are useful and you can just sweep tons of them for your civ and be a mid to late game wonder whore.
But every district has the opportunity cost, right? You say if you build an industrial zone you're not getting science from a campus, but if you build a campus, you're not getting gold from a commercial hub, and if you build a hub you're not getting faith from a holy site, and if you build that you're not getting culture from a theater square... So you can value those more than production itself, but you shouldn't just say "building this is bad because you could have built something else instead", since that applies to everything, right?
I think that just because everything has an opportunity cost doesn’t mean that it’s always and equal cost. I personally just feel like the opportunity cost with IZ’s is higher than the opportunity cost of other districts.
The main reason for that is there are loads other ways to get production if you need it. Mines, Lumber Mills, Chops, Early government cards.
If you’re after science though you just simply need campuses, and if you’re after trade routes you just simply need commercial hubs or harbours. Whereas if you’re after production IZ’s are the best way to go, but you at least have a variety of other options in most games.
I hope that explains well enough how I view the difference 🤘
@@VanBradley That makes sense. Thank you. :)
I'm a IZ freak... this is the first district I wanna build in every city! Watching the video cuz I have to balance it with the others... but Hansa rules! :)
I like the concept of districts, but using the queue to produce what's basically a tile improvement doesn't feel right.
Districts should be unlocked as soon as you meet the requirements, for free or at the cost of one builder charge, at most.
It would be interesting what your thoughts are about playing civs with unique industrial zones like Germany or Gaul. As they are cheaper and earlier does that make them a better option to spam out or would you still limit the number you build??
I would say definitely - half price makes the pay back period much shorter as well as the other benefits.
Oh dude, Germany or Gaul you should build well more than you normally would! Lower cost is VERY helpful also things like Gauls IZ's also kind of acting like encampments is even more value!
@@VanBradley I'm playing Gaul for the first time atm and have been building the Oppidum loads. It's soo cheap although it's had me thinking hard about the adjacency setup given the difference to normal civs. But yeah I did wonder whether I was overdoing it and building too many.
The bad thing when talking about 'polluting the planet' it makes people think of impossible things! This is a game, it's not real life, the timer ends at turn 500 and usually much before xD. I'm just saying the thing that trips most ppl up just getting into the game is by thinking of it long term rather than as a finite game. You might not want to polute the planet in Apocolypse mode but in most other modes it's pretty do-able. You seem to know this, I see coal power plants a plenty there! Games also rely on strategy and some people's strategy is to polute the world, raise the sea levels ASAP, be the first (only in most cases vs AI... and it doesn't really matter if you reach computers AFTER the seas begin rising as catching up is nearly impossible!) civ to computers!
TLDR my best tip is play this game like a GAME, it's not real life! There is no reason to worry about environmentalism, don't get me wrong it's a cool mechanic but that's what it is, a mechanic! In the same vein in REAL life a good TALL city is SUPERIOR.... but in this game where time is finite, the glory goes to the first civ to reach the goal, thus (IF it plays to your civ's special skills) you may find more efficiency in building tight WIDE cities. I know you know this but I'm just hoping you keep in mind, when I first started, and so many others as well, you tend to think 'I'm gonna take over the world and it will become MY IMMORTAL EMPIRE' no, the game ends after you take over the world- there is NO NEED to think in such a long run fashion.
Please put him back to school :D
How do you have such a big science, culture and money income? I never get that high :c
VB is good Civ player though he always undersells himself :D
He dominated the AI, just look at his empire; he didn't settle all of those cities himself.
Note that his diplo is -20 per turn. He took a lot of cities over
Actually industrial zone content starts at 3:40 ... A little long introduction tbh
Obviously I should've read the description of this zone. 🙄
First
I normally get + 6-8 IZ with the right card (x2) and coal power plant (again multiplied x2) we talk about 24-32 production PER TURN. Why not mention this at all?